Multimedia in practice : technology and applications / Judith Jeffcoate
Material type:
- 131233246
- QA 76.575 .J44 1995

Item type | Current library | Home library | Collection | Call number | Copy number | Status | Date due | Barcode | |
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National University - Manila | LRC - Main General Circulation | Multimedia Arts and Animation | GC QA 76.575 .J44 1995 (Browse shelf(Opens below)) | c.1 | Available | NULIB000002672 |
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GC QA 76.575 .C68 2004 Multimedia design and production for students and teachers / | GC QA 76.575 .H38 2010 Multimedia systems : algorithms, standards, and industry practices / | GC QA 76.575 .H65 1994 How multimedia works / | GC QA 76.575 .J44 1995 Multimedia in practice : technology and applications / | GC QA 76.585 .F37 2022 c.2 Modern software engineering : doing what works to build better software faster / | GC QA 76.758 .L68 2021 c.2 Software engineering for absolute beginners : your guide to creating software products / | GC QA 76.774 .D45 2016 Sam's Teach Yourself Android application development in 24 hours / |
Includes bibliographical references and index.
Part I. Multimedia in use; 1. Introducing multimedia: today and tomorrow; 2. What is multimedia; 3. Using multimedia: applications, benefits and problems -- Part II. Technology; 4. System components; 5. Multimedia platforms; 6. Development tools; 7. Image; 8. Audio; 9. Video; 10. Storage for multimedia; 11. Communications -- Part III. Applications; 12. Multimedia in the real world; 13. Training and education; 14. Kiosks; 15. Image processing; 16. The multimedia office; 17. Multimedia in the home -- Part IV. The Impact of Multimedia; 18. Developing applications; 19. Multimedia objects; 20. Sharing multimedia; 21. Multimedia and the law -- Glossary -- Bibliography -- Index.
The objective of this book is to provide guidance for managers and project leaders who need to introduce these new data types into their applications. The book covers the complex range of technologies which comprises multimedia. It is divided into four parts: Part I covers multimedia today; Part II outlines the basic components and technologies; Part III describes a range of possible applications, illustrated with real-world examples; while Part IV discusses the impact of multimedia on professionals in the computing industry.
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